I am currently rotating images using CGContextDrawImage, but when it is called, a gigantic burst of memory appears. Newer devices can handle this, but devices with a lower port, such as the iPhone 4, cannot. Image is a large file made by the user inAVCaptureSessionPresetHigh
I am currently rotating the image using this extension on UIImage
func rotate(orientation: UIImageOrientation) -> UIImage{
if(orientation == UIImageOrientation.Up){return self}
var transform: CGAffineTransform = CGAffineTransformIdentity
if(orientation == UIImageOrientation.Down || orientation == UIImageOrientation.DownMirrored){
transform = CGAffineTransformTranslate(transform, self.size.width, self.size.height)
transform = CGAffineTransformRotate(transform, CGFloat(M_PI))
}
else if(orientation == UIImageOrientation.Left || orientation == UIImageOrientation.LeftMirrored){
transform = CGAffineTransformTranslate(transform, self.size.width, 0)
transform = CGAffineTransformRotate(transform, CGFloat(M_PI_2))
}
else if(orientation == UIImageOrientation.Right || orientation == UIImageOrientation.RightMirrored){
transform = CGAffineTransformTranslate(transform, 0, self.size.height)
transform = CGAffineTransformRotate(transform, CGFloat(-M_PI_2))
}
if(orientation == UIImageOrientation.UpMirrored || orientation == UIImageOrientation.DownMirrored){
transform = CGAffineTransformTranslate(transform, self.size.width, 0)
transform = CGAffineTransformScale(transform, -1, 1)
}
else if(orientation == UIImageOrientation.LeftMirrored || orientation == UIImageOrientation.RightMirrored){
transform = CGAffineTransformTranslate(transform, self.size.height, 0)
transform = CGAffineTransformScale(transform, -1, 1);
}
let ref: CGContextRef = CGBitmapContextCreate(nil, Int(self.size.width), Int(self.size.height), CGImageGetBitsPerComponent(self.CGImage), 0, CGImageGetColorSpace(self.CGImage), CGImageGetBitmapInfo(self.CGImage))
CGContextConcatCTM(ref, transform)
if(orientation == UIImageOrientation.Left || orientation == UIImageOrientation.LeftMirrored || orientation == UIImageOrientation.Right || orientation == UIImageOrientation.RightMirrored){
CGContextDrawImage(ref, CGRectMake(0, 0, self.size.height, self.size.width), self.CGImage)
}
else{
CGContextDrawImage(ref, CGRectMake(0, 0, self.size.width, self.size.height), self.CGImage)
}
let cgImg: CGImageRef = CGBitmapContextCreateImage(ref)
let rotated: UIImage = UIImage(CGImage: cgImg)!
return rotated
}
This code works great on devices like the iPhone 5 and 6, but almost always crashes the iPhone 4s due to low memory.
I know that I can just load the image with EXIF data that determines the orientation, but I feel like I just rotate the image before loading it to prevent further problems along the line.
iOS EXIF? ,
UIImage(image.CGImage, scale: 1.0, orientation: UIImageOrientation.Right)
EXIF, - , . - , , GPU, ?
.
, , ?